/* * GStreamer * Copyright (C) 2008 Filippo Argiolas * Copyright (C) 2014 Julien Isorce * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, * Boston, MA 02110-1301, USA. */ #ifndef __GST_GL_SHADER_H__ #define __GST_GL_SHADER_H__ #include G_BEGIN_DECLS GType gst_gl_shader_get_type (void); #define GST_GL_TYPE_SHADER (gst_gl_shader_get_type()) #define GST_GL_SHADER(o) (G_TYPE_CHECK_INSTANCE_CAST((o), GST_GL_TYPE_SHADER, GstGLShader)) #define GST_GL_SHADER_CLASS(k) (G_TYPE_CHECK_CLASS((k), GST_GL_TYPE_SHADER, GstGLShaderClass)) #define GST_IS_GL_SHADER(o) (G_TYPE_CHECK_INSTANCE_TYPE((o), GST_GL_TYPE_SHADER)) #define GST_IS_GL_SHADER_CLASS(k) (G_TYPE_CHECK_CLASS_TYPE((k), GST_GL_TYPE_SHADER)) #define GST_GL_SHADER_GET_CLASS(o) (G_TYPE_INSTANCE_GET_CLASS((o), GST_GL_TYPE_SHADER, GstGLShaderClass)) struct _GstGLShader { GstObject parent; GstGLContext *context; /*< private >*/ GstGLShaderPrivate *priv; gpointer _padding[GST_PADDING]; }; struct _GstGLShaderClass { /*< private >*/ GstObjectClass parent_class; }; GstGLShader * gst_gl_shader_new (GstGLContext *context); GstGLShader * gst_gl_shader_new_with_stages (GstGLContext * context, GError ** error, ...); GstGLShader * gst_gl_shader_new_link_with_stages (GstGLContext * context, GError ** error, ...); GstGLShader * gst_gl_shader_new_default (GstGLContext * context, GError ** error); gboolean gst_gl_shader_attach (GstGLShader * shader, GstGLSLStage * stage); gboolean gst_gl_shader_attach_unlocked (GstGLShader * shader, GstGLSLStage * stage); void gst_gl_shader_detach (GstGLShader * shader, GstGLSLStage * stage); void gst_gl_shader_detach_unlocked (GstGLShader * shader, GstGLSLStage * stage); gboolean gst_gl_shader_compile_attach_stage (GstGLShader * shader, GstGLSLStage *stage, GError ** error); gboolean gst_gl_shader_link (GstGLShader * shader, GError ** error); gboolean gst_gl_shader_is_linked (GstGLShader *shader); int gst_gl_shader_get_program_handle (GstGLShader * shader); void gst_gl_shader_release (GstGLShader *shader); void gst_gl_shader_release_unlocked (GstGLShader * shader); void gst_gl_shader_use (GstGLShader *shader); void gst_gl_context_clear_shader (GstGLContext *context); void gst_gl_shader_set_uniform_1i (GstGLShader *shader, const gchar *name, gint value); void gst_gl_shader_set_uniform_1iv (GstGLShader *shader, const gchar *name, guint count, gint *value); void gst_gl_shader_set_uniform_1f (GstGLShader *shader, const gchar *name, gfloat value); void gst_gl_shader_set_uniform_1fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value); void gst_gl_shader_set_uniform_2i (GstGLShader *shader, const gchar *name, gint v0, gint v1); void gst_gl_shader_set_uniform_2iv (GstGLShader *shader, const gchar *name, guint count, gint *value); void gst_gl_shader_set_uniform_2f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1); void gst_gl_shader_set_uniform_2fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value); void gst_gl_shader_set_uniform_3i (GstGLShader *shader, const gchar *name, gint v0, gint v1, gint v2); void gst_gl_shader_set_uniform_3iv (GstGLShader *shader, const gchar *name, guint count, gint * value); void gst_gl_shader_set_uniform_3f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1, gfloat v2); void gst_gl_shader_set_uniform_3fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value); void gst_gl_shader_set_uniform_4i (GstGLShader *shader, const gchar *name, gint v0, gint v1, gint v2, gint v3); void gst_gl_shader_set_uniform_4iv (GstGLShader *shader, const gchar *name, guint count, gint *value); void gst_gl_shader_set_uniform_4f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1, gfloat v2, gfloat v3); void gst_gl_shader_set_uniform_4fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value); void gst_gl_shader_set_uniform_matrix_2fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value); void gst_gl_shader_set_uniform_matrix_3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value); void gst_gl_shader_set_uniform_matrix_4fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value); #if GST_GL_HAVE_OPENGL void gst_gl_shader_set_uniform_matrix_2x3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value); void gst_gl_shader_set_uniform_matrix_2x4fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value); void gst_gl_shader_set_uniform_matrix_3x2fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value); void gst_gl_shader_set_uniform_matrix_3x4fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value); void gst_gl_shader_set_uniform_matrix_4x2fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value); void gst_gl_shader_set_uniform_matrix_4x3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value); #endif gint gst_gl_shader_get_attribute_location (GstGLShader *shader, const gchar *name); void gst_gl_shader_bind_attribute_location (GstGLShader * shader, guint index, const gchar * name); void gst_gl_shader_bind_frag_data_location (GstGLShader * shader, guint index, const gchar * name); G_END_DECLS #endif /* __GST_GL_SHADER_H__ */